2.1 --- a/docs/README-dynapi.md Sun Dec 03 20:27:08 2017 -0800
2.2 +++ b/docs/README-dynapi.md Mon Dec 04 20:21:52 2017 -0800
2.3 @@ -64,7 +64,7 @@
2.4 export SDL_DYNAMIC_API=/my/actual/libSDL-2.0.so.0
2.5 ./MyGameThatIsStaticallyLinkedToSDL2
2.6 2.7 -And now, this game that is staticallly linked to SDL, can still be overridden
2.8 +And now, this game that is statically linked to SDL, can still be overridden
2.9 with a newer, or better, SDL. The statically linked one will only be used as
2.10 far as calling into the jump table in this case. But in cases where no override
2.11 is desired, the statically linked version will provide its own jump table,

3.1 --- a/docs/README-winrt.md Sun Dec 03 20:27:08 2017 -0800
3.2 +++ b/docs/README-winrt.md Mon Dec 04 20:21:52 2017 -0800
3.3 @@ -23,7 +23,7 @@
3.4 typically do not include support for creating WinRT apps, to note.
3.5 (The "Community" editions of Visual C++ do, however, support both
3.6 desktop/Win32 and WinRT development).
3.7 - - Visual Studio 2017 can be used, however it is recommented that you install
3.8 + - Visual Studio 2017 can be used, however it is recommended that you install
3.9 the Visual C++ 2015 build tools. These build tools can be installed
3.10 using VS 2017's installer. Be sure to also install the workload for
3.11 "Universal Windows Platform development", its optional component, the
3.12 @@ -33,7 +33,7 @@
3.13 earlier versions of Windows, such as Windows 7, is not always supported
3.14 by Visual Studio, and you may get error(s) when attempting to do so.
3.15 - Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
3.16 - or Windows Phone. 8.0-targetted apps will run on devices running 8.1
3.17 + or Windows Phone. 8.0-targeted apps will run on devices running 8.1
3.18 editions of Windows, however they will not be able to take advantage of
3.19 8.1-specific features.
3.20 - Visual C++ 2013 cannot create app projects that target Windows 8.0.
3.21 @@ -54,7 +54,7 @@
3.22 Status
3.23 ------
3.24 3.25 -Here is a rough list of what works, and what doens't:
3.26 +Here is a rough list of what works, and what doesn't:
3.27 3.28 * What works:
3.29 * compilation via Visual C++ 2012 through 2015

4.1 --- a/include/SDL_video.h Sun Dec 03 20:27:08 2017 -0800
4.2 +++ b/include/SDL_video.h Mon Dec 04 20:21:52 2017 -0800
4.3 @@ -470,7 +470,7 @@
4.4 * If the window is created with any of the SDL_WINDOW_OPENGL or
4.5 * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function
4.6 * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the
4.7 - * corrensponding UnloadLibrary function is called by SDL_DestroyWindow().
4.8 + * corresponding UnloadLibrary function is called by SDL_DestroyWindow().
4.9 *
4.10 * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver,
4.11 * SDL_CreateWindow() will fail because SDL_Vulkan_LoadLibrary() will fail.

5.1 --- a/src/video/yuv2rgb/README.md Sun Dec 03 20:27:08 2017 -0800
5.2 +++ b/src/video/yuv2rgb/README.md Mon Dec 04 20:21:52 2017 -0800
5.3 @@ -3,14 +3,14 @@
5.4 C library for fast image conversion between yuv420p and rgb24.
5.5 5.6 This is a simple library for optimized image conversion between YUV420p and rgb24.
5.7 -It was done mainly as an exercise to learn to use sse instrinsics, so there may still be room for optimization.
5.8 +It was done mainly as an exercise to learn to use sse intrinsics, so there may still be room for optimization.
5.9 5.10 For each conversion, a standard c optimized function and two sse function (with aligned and unaligned memory) are implemented.
5.11 -The sse version requires only SSE2, which is available on any reasonnably recent CPU.
5.12 +The sse version requires only SSE2, which is available on any reasonably recent CPU.
5.13 The library also supports the three different YUV (YCrCb to be correct) color spaces that exist (see comments in code), and others can be added simply.
5.14 5.15 There is a simple test program, that convert a raw YUV file to rgb ppm format, and measure computation time.
5.16 -Optionnaly, it also compares the result and computation time with the ffmpeg implementation (that uses MMX), and with the IPP functions.
5.17 +Optionally, it also compares the result and computation time with the ffmpeg implementation (that uses MMX), and with the IPP functions.
5.18 5.19 To compile, simply do :
5.20